• Title/Summary/Keyword: 디지털 기반 교육

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A Study on the Potential and Limitation of Pre-producing Dramas through Social Analysis -focusing on a jtbc drama - (소셜 분석을 통한 사전제작 드라마의 가능성과 한계에 관한 연구 -jtbc <맨투맨>을 중심으로-)

  • Kim, Kyung-Ae;Ku, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.164-172
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    • 2018
  • This paper examines the relevance of pre-production and storytelling in big data analysis and, focusing on JTBC's Man to Man series, looks at how the drama's storytelling should be structured. In this study, we conducted text mining on blogs focused on a particular topic to read the viewer's thoughts on pre-produced dramas and on 67 blogs written about Pre-Production Dramas from 2016.12.15 to 2017.12.15. Also, we conducted sentiment analysis about the Man to Man series, which is not only a pre-production drama, but also has storytelling issues. The blog text extraction and text mining were analyzed using the OutWit Hub and the R, and the tools.provided by social metrics were used to make sentiment analyses of the larger data. Sentiment analysis revealed that the viewers of the Man to Man series did not agree with the romance between Kim Sul-woo and Cha Do-ha, due to the lack of reality in the female characters. Therefore, it was concluded that it is crucial to increase the reality of the characters in order to increase the audience's empathy. These studies will continue to be necessary, because they will form the basis for digitally driven storytelling studies and will provide valuable materials for conducting predictions and instructions in the cultural content industry.

Development of a Haptic Modeling and Editing (촉감 모델링 및 편집 툴 개발)

  • Seo, Yong-Won;Lee, Beom-Chan;Cha, Jong-Eun;Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.373-378
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    • 2007
  • 최근 들어 햅틱 분야는 디지털 콘텐츠를 만질 수 있게 촉감을 제공함으로써 의학, 교육, 군사, 엔터테인먼트, 방송 분야 등에서 널리 연구되고 있다. 그러나 햅틱 분야가 사용자에게 시청각 정보와 더불어 추가적인 촉감을 제공함으로써 보다 실감 있고 자연스러운 상호작용을 제공하는 등 여러 가지 장점을 가진 것에 비해 아직은 일반 사용자들에게 생소한 분야다. 그 이유 중 하나로 촉감 상호작용이 가능한 콘텐츠의 부재를 들 수 있다. 또한 최근에 가상환경(Virtual Environment, VR)에 관심이 증가 되고, 가상환경에 햅틱이라는 기술을 접목시키는 시도가 많이 일어나고 있어서, 촉감 모델링에 대한 욕구 또한 증대 되고 있다. 일반적으로 촉감 모델링은 Material properties를 가지고 있는 그래픽 모델들로 구성이 된다. 그래픽 모델링은 일반적인 모델링툴 (MAYA, 3D MAX, 기타 등)으로 할 수 있다. 하지만 촉감 관련된 촉감 모델들은 콘텐츠를 제작한 이후에 일일이 수작업으로 넣어 주어야 한다. 그래픽 모델링에서는 사용자가 직접 눈으로 확인 하면서 작업을 이루어 지기 때문에 직관적으로 이루어질 수 있다. 이와 비슷하게 촉감 모델링은 직관적인 모델링을 하기 위해서 사용자가 직접 촉감을 느껴 보면서 진행이 되어야 한다. 또한 그래픽 모델링과 촉감 모델링이 동시에 진행이 되지 않기 때문에 촉감 콘텐츠를 만드는데 시간이 많이 걸리게 되고 직관적이지 못하는 단점이 있다. 더 나아가서 이런 촉감 모델링을 포함한 모델링 높은 생산성을 위해서 신속히 이루어져야 한다. 이런 이유들 때문에 촉감 모델링을 위한 새로운 인터페이스가 필요하다. 본 논문에서는 촉감 상호작용이 가능한 촉감 콘텐츠를 직관적으로 생성하고 조작할 수 있게 하는 촉감 모델러를 기술한다. 촉감 모델러에서 사용자는 3 자유도 촉감 장치를 사용하여 3 차원의 콘텐츠 (정적 이거나 동적이거나 Deformation이 가능한 2D, 2.5D, 3D Scene)를 실시간으로 만져보면서 생성, 조작할 수 있는 촉감 사용자 인터페이스 (Haptic User Interface, HUI)를 통해서 콘텐츠의 표면 촉감 특성을 직관적으로 편집할 수 있다. 촉감 사용자인터페이스는 마우스로 조작하는 기존의 2 차원 그래픽 사용자 인터페이스를 포함하여 3 차원으로 사용자 인터페이스도 추가되어 있고 그 형태는 촉감 장치로 조작할 수 있는 버튼, 라디오버튼, 슬라이더, 조이스틱의 구성요소로 이루어져있다. 사용자는 각각의 구성요소를 조작하여 콘텐츠의 표면 촉감 특성 값을 바꾸고 촉감 사용자 인터페이스의 한 부분을 만져 그 촉감을 실시간으로 느껴봄으로써 직관적으로 특성 값을 정할 수 있다. 또한, XML 기반의 파일포맷을 제공함으로써 생성된 콘텐츠를 저장할 수 있고 저장된 콘텐츠를 불러오거나 다른 콘텐츠에 추가할 수 있다. 이러한 시스템은 햅틱이라는 분야를 잘 모르는 사람들도 직관적으로 촉감 모델링을 하는데 큰 도움을 줄 수 있을 것이다.

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CNN-based Shadow Detection Method using Height map in 3D Virtual City Model (3차원 가상도시 모델에서 높이맵을 이용한 CNN 기반의 그림자 탐지방법)

  • Yoon, Hee Jin;Kim, Ju Wan;Jang, In Sung;Lee, Byung-Dai;Kim, Nam-Gi
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.55-63
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    • 2019
  • Recently, the use of real-world image data has been increasing to express realistic virtual environments in various application fields such as education, manufacturing, and construction. In particular, with increasing interest in digital twins like smart cities, realistic 3D urban models are being built using real-world images, such as aerial images. However, the captured aerial image includes shadows from the sun, and the 3D city model including the shadows has a problem of distorting and expressing information to the user. Many studies have been conducted to remove the shadow, but it is recognized as a challenging problem that is still difficult to solve. In this paper, we construct a virtual environment dataset including the height map of buildings using 3D spatial information provided by VWorld, and We propose a new shadow detection method using height map and deep learning. According to the experimental results, We can observed that the shadow detection error rate is reduced when using the height map.

Development of a Korean Speech Recognition Platform (ECHOS) (한국어 음성인식 플랫폼 (ECHOS) 개발)

  • Kwon Oh-Wook;Kwon Sukbong;Jang Gyucheol;Yun Sungrack;Kim Yong-Rae;Jang Kwang-Dong;Kim Hoi-Rin;Yoo Changdong;Kim Bong-Wan;Lee Yong-Ju
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.8
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    • pp.498-504
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    • 2005
  • We introduce a Korean speech recognition platform (ECHOS) developed for education and research Purposes. ECHOS lowers the entry barrier to speech recognition research and can be used as a reference engine by providing elementary speech recognition modules. It has an easy simple object-oriented architecture, implemented in the C++ language with the standard template library. The input of the ECHOS is digital speech data sampled at 8 or 16 kHz. Its output is the 1-best recognition result. N-best recognition results, and a word graph. The recognition engine is composed of MFCC/PLP feature extraction, HMM-based acoustic modeling, n-gram language modeling, finite state network (FSN)- and lexical tree-based search algorithms. It can handle various tasks from isolated word recognition to large vocabulary continuous speech recognition. We compare the performance of ECHOS and hidden Markov model toolkit (HTK) for validation. In an FSN-based task. ECHOS shows similar word accuracy while the recognition time is doubled because of object-oriented implementation. For a 8000-word continuous speech recognition task, using the lexical tree search algorithm different from the algorithm used in HTK, it increases the word error rate by $40\%$ relatively but reduces the recognition time to half.

Digital Gravity Anomaly Map of KIGAM (한국지질자원연구원 디지털 중력 이상도)

  • Lim, Mutaek;Shin, Younghong;Park, Yeong-Sue;Rim, Hyoungrea;Ko, In Se;Park, Changseok
    • Geophysics and Geophysical Exploration
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    • v.22 no.1
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    • pp.37-43
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    • 2019
  • We present gravity anomaly maps based on KIGAM's gravity data measured from 2000 to 2018. Until 2016, we acquired gravity data on about 6,400 points for the purpose of regional mapping covering the whole country with data density of at least one point per $4km{\times}4km$ for reducing the time of the data acquisition. In addition, we have performed local gravity surveys for the purpose of mining development in and around the NMC Moland Mine at Jecheon in 2013 and in the Taebaeksan mineralized zone from 2015 to 2018 with data interval of several hundred meters to 2 km. Meanwhile, we carried out precise gravity explorations with data interval of about 250 m on and around epicenter areas of Gyeongju and Pohang earthquakes of relatively large magnitude which occurred in 2016 and in 2017, respectively. Thus we acquired in total about 9,600 points data as the result. We also used additional data acquired by Pusan National University for some local areas. Finally, gravity data more than 16,000 points except for the repetition and temporal control points were available to calculate free-air, Bouguer, and isostatic gravity anomalies. Therefore, the presented anomaly maps are most advanced in spatial distribution and the number of used data so far in Korea.

A Phenomenological Study of Occupational Therapists' Experiences of Transitioning from Adult to Child Occupational Therapy (성인작업치료에서 아동작업치료로 전환한 작업치료사의 임상경험에 관한 현상학적 연구: 감각통합치료 중심으로)

  • Roh, Geummi;Jung, Minye
    • The Journal of Korean Academy of Sensory Integration
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    • v.22 no.1
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    • pp.54-68
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    • 2024
  • Purpose : This study aimed to explore the clinical experiences of occupational therapists who have transitioned from adult to child occupational therapy to provide a basis for developing programs to facilitate rapid clinical adjustment for transitioning occupational therapists. Method : Telephone interviews and Colaizzi's phenomenological research method were employed. The interviewees were six occupational therapists with at least three years of clinical experience who had transitioned from hospital-based adult occupational therapy to sensory integration-focused children's occupational therapy. The interviews were recorded, transcribed, and analyzed with the participants' consent. Results : The analysis of the interview transcripts yielded 3 categories, 7 themes, and 17 meanings. The three categories were the challenges facing transitioning occupational therapists in clinical practice, the strengths gained from their post-transition clinical experiences, and the facilitators needed before the transition to ensure quick clinical adjustment. Conclusion : Training and institutional arrangements must be in place to ensure that adult occupational therapists transitioning to sensory integration-focused child occupational therapy can quickly adapt clinically and professionally to their new environments.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on the Archives and Records Management in Korea - Overview and Future Direction - (한국의 기록관리 현황 및 발전방향에 관한 연구)

  • Han, Sang-Wan;Kim, Sung-Soo
    • Journal of Korean Society of Archives and Records Management
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    • v.2 no.2
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    • pp.1-38
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    • 2002
  • This study examines the status quo of Korean archives and records management from the Governmental as well as professional activities for the development of the field in relation to the new legislation on records management. Among many concerns, this study primarily explores the following four perspectives: 1) the Government Archives and Records Services; 2) the Korean Association of Archives; 3) the Korean Society of Archives and Records Management; 4) the Journal of Korean Society of Archives and Records Management. One of the primary tasks of the is to build the special depository within which the Presidential Library should be located. As a result, the position of the GARS can be elevated and directed by an official at the level of vice-minister right under a president as a governmental representative of managing the public records. In this manner, GARS can sustain its independency and take custody of public records across government agencies. made efforts in regard to the preservation of paper records, the preservation of digital resources in new media formats, facilities and equipments, education of archivists and continuing, training of practitioners, and policy-making of records preservation. For further development, academia and corporate should cooperate continuously to face with the current problems. has held three international conferences to date. The topics of conferences include respectively: 1) records management and archival education of Korea, Japan, and China; 2) knowledge management and metadata for the fulfillment of archives and information science; and 3) electronic records management and preservation with the understanding of ongoing archival research in the States, Europe, and Asia. The Society continues to play a leading role in both of theory and practice for the development of archival science in Korea. It should also suggest an educational model of archival curricula that fits into the Korean context. The Journals of Records Management & Archives Society of Korea have been published on the six major topics to date. Findings suggest that "Special Archives" on regional or topical collections are desirable because it can house subject holdings on specialty or particular figures in that region. In addition, archival education at the undergraduate level is more desirable for Korean situations where practitioners are strongly needed and professionals with master degrees go to manager positions. Departments of Library and Information Science in universities, therefore, are needed to open archival science major or track at the undergraduate level in order to meet current market demands. The qualification of professional archivists should be moderate as well.

A Study on the Research Trends in Library & Information Science in Korea using Topic Modeling (토픽모델링을 활용한 국내 문헌정보학 연구동향 분석)

  • Park, Ja-Hyun;Song, Min
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.7-32
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    • 2013
  • The goal of the present study is to identify the topic trend in the field of library and information science in Korea. To this end, we collected titles and s of the papers published in four major journals such as Journal of the Korean Society for information Management, Journal of the Korean Society for Library and Information Science, Journal of Korean Library and Information Science Society, and Journal of the Korean BIBLIA Society for library and Information Science during 1970 and 2012. After that, we applied the well-received topic modeling technique, Latent Dirichlet Allocation(LDA), to the collected data sets. The research findings of the study are as follows: 1) Comparison of the extracted topics by LDA with the subject headings of library and information science shows that there are several distinct sub-research domains strongly tied with the field. Those include library and society in the domain of "introduction to library and information science," professionalism, library and information policy in the domain of "library system," library evaluation in the domain of "library management," collection development and management, information service in the domain of "library service," services by library type, user training/information literacy, service evaluation, classification/cataloging/meta-data in the domain of "document organization," bibliometrics/digital libraries/user study/internet/expert system/information retrieval/information system in the domain of "information science," antique documents in the domain of "bibliography," books/publications in the domain of "publication," and archival study. The results indicate that among these sub-domains, information science and library services are two most focused domains. Second, we observe that there is the growing trend in the research topics such as service and evaluation by library type, internet, and meta-data, but the research topics such as book, classification, and cataloging reveal the declining trend. Third, analysis by journal show that in Journal of the Korean Society for information Management, information science related topics appear more frequently than library science related topics whereas library science related topics are more popular in the other three journals studied in this paper.

Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.